Ranger Archive

Thread: New Ranger Tree (7/7/04)

ShyGirl
Thu Jul 08, 2004 1:32 pm
#40

No t very easy but, I'll go for:






  1. Creature Damage Mitigation










Xinea Nith
Elder Ranger - All Around NGE n00b


Calculus_Entropy
Thu Jul 08, 2004 1:49 pm
#41

I forgot about Toughness..thanks Agon...


I want BOTH! (toughness and mitigation...hey TKA gets both, why not us?)



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
AgonThalia
Thu Jul 08, 2004 1:51 pm
#42

Ive been hearing rumors of damage mitigation being changed or removed. Im not sure how accurate this is, but its something to keep an eye on.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

darmokVtS
Thu Jul 08, 2004 2:16 pm
#43

Not a rumor actually, was in one of the millions of jedi threads and stated by th (a jedi asked why they don't get mitigation, he answered that mitigation will be taken out completly - which is really, really necessary as the current mitigation system penalizes professions with weapons of high damage ranges much more than those with low ranges). Only applying to PvP tho, but due to the calculation method and the usually comparably low damagerange of creatures the effect in PvE isn't overly impressive anyway.

"Melee mitigation is going away for PvP for everyone very soon." Source for this.

Message Edited by darmokVtS on 07-08-2004 11:22 PM




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
Owen-Lars
Thu Jul 08, 2004 2:18 pm
#44

Still dont stop us from having creature damage mitigation though does it?


After all these wont count for pvp unless fighting ch pets



THORTAC BALCOR
The Lost Ranger
RANGER
darmokVtS
Thu Jul 08, 2004 2:23 pm
#45

I'd prefer toughness, the damagemitigation calculation lowers the max damage to the mindamage of the attacker, creatures mostly don't have a bigger damagerange that would make damage mitigation noticable.




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
Nemo0
Thu Jul 08, 2004 5:35 pm
#46

I'd prefer toughness. Mitigation can be nice but toughness is usually better. Mitigation 3 reduces the damage range by 60% (so a 100-200 damage attack becomes 100-140 damage) whereas toughness just decreases the amount of damage done (+50 toughness would change that 100-200 damage down to 50-100, +30 toughness would make it 70-140 damage). And most creatures don't have a damage range anywhere near that (it's more like 590-600).



Lythender Nirou
Crazy Bothan


poser00002
Thu Jul 08, 2004 9:03 pm
#47

One tiny thing not sure if someone posted it but maybe as a master ranger get an option to place a hunting cabin. Get to place a hunting cabin on planets like dath endor yavin out in thefar reach areas.Each master ranger can place one cabin andmaybe have it pop up on the map. It can be a safe groundfor hunters in the wild that th can go to an heal there wounds sell resources to a vendor. Each cabin can hold say 100-150 things takes 4-6 lots to place. The ranger can set a price onfor a fee to get in thecabin.


Just an idea



My thoughts on a working gcw/rank and fun factor in this game.......

http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=210974
AgonThalia
Fri Jul 09, 2004 12:34 am
#48

I think that a creature toughness would be much more applicable to us than a damage mitigation...



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Cohen001
Fri Jul 09, 2004 12:57 am
#49

Our proffession shouldnt exclude us from the GCW, we might not be very good but we should have more purpose than an area track bot.


As we are rangers we should be able to Find all Faction bases easily, there big concrete structures built quickly , and blot the landscape. So they have to leave clues that they where there.


And as for a purpose in GCW, How about giving us some AOE traps that are purely visible effects or short tick states.


Throwing a flash bomb or a smoke bomb into the area around a faction base should make a battle seem more like a battle.



Charlize Sommees
Master Rangerete / Master Riflewoman

Owen-Lars
Fri Jul 09, 2004 3:25 am
#50

Its available at master on the tree.


Has 250 storage units due to the fact its mainly a 'storehouse' and requires 4 lots.



THORTAC BALCOR
The Lost Ranger
RANGER
Owen-Lars
Fri Jul 09, 2004 4:14 am
#51

Perhaps with the /changetender command and a specific module customers can come and set up temp vendors in our camps. These camps enable any organics to be transfered directly to the player's inventory with restrictions.


Could go like this:



  • A ranger sets up a HTFB Unit with a level 4 Organic Retail Module

  • A merchant can then access the radial on this visible module and place an organic buyer unit.

  • The merchant inputs: What theirCPU is, their minimum stack size and their maximum purchase amount.

  • The merchant sets the contract for open (any ranger can use) or close (only a ranger who is on the sellers list)

  • The camp would stay up for aslong as someone was tending the camp (owner within say 1000m), and through /changetender a new owner can be given the camp to hold onto.

  • The rangers can browse the vendors and register on the sellers list of each. This simply puts there name on the list saying that you have taken interest in fullfilling a contract.

  • At this point the ranger and any other ranger (if open contract) can head out, hunt all he/she wants, return at any time and exchange the units of organics for instant credit trade.

  • The ranger will not need to travel off planet of well out of his/her way to sell the goods and the merchant does have to stand barking in major cities/outposts and can get on with everyday tasks with a steady inflow of units to the merchant's inventory via automatics trade.

  • When the maximum purchase amount is met the vendor is closed and a personalised email is sent out to each ranger who traded with that unit. The merchant recieves an email stating their contract has been met.


A good example of how this module could work in an everyday hunting environment could be:


An very nice avian spawn comes avialable on endor. The current market value of this meat isbetween 100-120 cpu. Due to this lots of people head out to endor hunting this meat.



  • Two friends, one a master ranger and one a master scout head out to hunt this meat.

  • Before they leave theed, the ranger advertises 5 slots organic retail slots in his/her camps. He finds willing merchants who travel with him to Endor to place the organic retail camp.

  • He crafts and deploysa camp with an organic retail module and a small creature offensive hide module.

  • The 5 merchants set up their trade units with a max of 100k units on each contract with cpu rates of 100-120.

  • Using the new ranger /track ability gained at master the ranger can spawn Lantern Bird lairs within 1000m of the camp enabling the camp to stay up AND hunt at the same time.

  • The master scout has been harvesting and hunting missions lairs but due to much lower harvest amounts and having to run missions he has no way as much meat as the ranger. The ranger now has 30k of this meat on him and deposits the meat on one of the vendors getting instant cash. The master scout has to travel back to theed, look for vendors and wait for it to be sold.

  • More rangers then show up and start registering with the contracts, they head out and start to spawn lairs using track and area track and deposit their meat at the trade vendors.

  • It isnt long before the rangers have filled all the contracts and whilst other hunters are travelling back and forth they have completed their days hunting and have taken advantage of the current market values.


Basically this is pushes ranger into the forfront of harvesting. Rangers would have 'first choice' on fullfilling contracts. They would find it much easier to trade and merchants will become knowledgeable of specific hunters who fullfill their contracts opening up new trade oportunities for the ranger.



Obviously just a roungh draft but maybe monday ill get around to updating the tree alot and adding lots of new cool stuff like this.



What are your thoughts on this?





THORTAC BALCOR
The Lost Ranger
RANGER
MonsofoLexius
Fri Jul 09, 2004 11:10 am
#52






Owen-Lars wrote:

Perhaps with the /changetender command and a specific module customers can come and set up temp vendors in our camps. These camps enable any organics to be transfered directly to the player's inventory with restrictions.


Could go like this:



  • A ranger sets up a HTFB Unit with a level 4 Organic Retail Module

  • A merchant can then access the radial on this visible module and place an organic buyer unit.

  • The merchant inputs: What theirCPU is, their minimum stack size and their maximum purchase amount.

  • The merchant sets the contract for open (any ranger can use) or close (only a ranger who is on the sellers list)

  • When the maximum purchase amount is met the vendor is closed and a personalised email is sent out to each ranger who traded with that unit. The merchant recieves an email stating their contract has been met.

What are your thoughts on this?




It seems like a neat idea. But I think it would be rarely used, I woulds think if we could put some improvements in Vendors/PA or something that would further what the LRA (Lowcra Rangers Assoc) is doing then that I would be more on board with that. I just don't see a moving "vendor" camp as something that the populace would really get comfortable with, be able to find, and would be too much work IMHO to be used much after the novelty wore off.


(Not a flame to Owen **dumps a bucket of water on him just in case**)


I will state my opinion once again on the modular camp aspect, I Dont Like It!! It adds a huge level of complexity to crafting, would require a ton of coding, and I think divert too much discussion and time from the Dev's (when they get here) from other aspects of the profession.


Here againare my thoughts on camps (most on the HTFBK, but can "subtract" some for lower level)



  • Fix the shield generator (then no need for turrets in PvE)

  • Stays up in combat (maybe you can not enter while in combat? would be similar to house coding)

  • Allow people to declare/go covert from radial menu and purchase as now

  • When owning Ranger is overt, let other players place faction equip with permission (current scanners, turrets, etc) this would also make the HTFBK destructable by enemy faction.

  • Allow players to have pets/faction pets "/guard" an overt camp

  • If no /track to be added to Ranger skills then add a mission type terminal to the HTFBK

  • Heal BF in HTFBK with entertainer. (I knowbut SOE wants us to group and be social etc. What could be better than a long long hunt with a big group an entertainer or two and a doc in the HTFBK 3 or 4 parties of hunters out and about rotating thru the camp when needed for missions, mind heals/buff etc. I would love to /shout in a city "Master Ranger looking for Entertainer for extended hunt on Dathomir, pays well pst")

Simple and easy (much of this could be in a corespondant patch) and takes care of many of the "Modular" camp ideas. I would much rather see modular traps, I just don't think the Modular camps would be utilized any where near what would justify its Coding/Complexity/Crafting Needs etc.





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